Prostagma? Age of Mythology: Retold tools
All Map Overviews

Ranked Random Map · Stock Standard 1v1

Mount Olympus

“Conquer the Olympus massif, said to be the home of the Greek Gods. Scout the surroundings of the snowy mountain for sacred relic sites.”
Map Scale Large 318 × 318 m

Mount Olympus covers 101,124 square meters, 34.5% above the complete 20-map Standard mean and 38.7% above the median. It ties the largest square footprint in that set, but only the centered 60% continent is ordinary playable land; the outer cliffs and relic spurs consume much of the nominal canvas.

Food Layered & Variable Food: Layered & Variable; editorial rating 4 of 5

Deer, berries, chickens, and goats support the opening. Close deer at 60–90 meters, a shared far-hunt roll at 80–110 meters, and berries from 70 meters carry successful layouts to 15.5k minimum, 19.375k expected, and 23.5k maximum initial food; predators remain separate.

Wood Broadly Distributed Wood: Broadly Distributed; editorial rating 4 of 5

The playable continent can attempt thirty-four mixed-pine forest areas: six near the starts, sixteen along the outer land edge, and twelve across the mainland. Forty more forests decorate unreachable outer cliffs and are not dependable Wood.

Gold High & Route-Exposed Gold: High & Route-Exposed; editorial rating 4 of 5

A successful layout contains 54k minimum, 60k expected, and 66k maximum Gold. Only 6k begins at the bases; close mines sit at 50–70 meters and six outer large mines begin 75 meters from every start.

01 Article

Overview

Mount Olympus is a large snowy land map whose usable continent occupies the middle of a much wider cliff field. Players begin opposite one another about 95 meters from the center. A raised summit breaks the direct route between them, but four ramps make the high ground crossable rather than sealing it off.

Four smaller cliffs complicate the mainland lanes, while as many as six relic sites extend beyond the continent edge on raised approaches. Food, long-term Gold, and both expansion tiers spread around the summit instead of occupying it, so scouting the routes between high ground matters more than the map's raw size suggests.

Treat the summit as a four-door crossroads. Holding a ramp can shorten your own reinforcement line, but the outer mainland and relic approaches keep alternate routes open for raids and counter-movement.
02 Defining terrain

Mount Olympus & Outer Cliffs

The map first forms one snowy, grass-flecked continent across 60% of the field. Everything beyond its cliff edge remains a broad impassable massif. Ordinary land units stay on the continent except where purpose-built relic approaches carry them out to isolated shrines.

At the exact center, a 32-meter radius-equivalent summit rises above the mainland. Its outline varies, but it always receives four ramps. In a normal match the plateau holds a Temple of the Gods with six torches on a 16-meter ring, making the summit a visible landmark as well as a movement gate.

Terrain layerScaleMovement role
Main continent60% of map areaOrdinary bases, economy, and army routes
Central summit32 m radius · 4 rampsCrossable high ground with limited entries
Outer cliff fieldRemaining canvasImpassable boundary and mountain scenery
Relic approachesUp to 6 · 20 m wideRaised exceptions leading to outer shrines
Summit, interior cliffs, and relic approaches · Standard 1v1 example Click to enlarge
A raised four-ramp summit interrupts the middle of the playable continent, while six relic sites project into the impassable outer cliffs on their own raised approaches. Exact ramp positions, cliff shapes, paths, resources, and settlements vary by seed. Representative normal Standard 1v1 generation. Terrain-system rules come from the stock source; this seed's exact shapes and placements are examples.

The overhead shows one accepted summit shape and set of outer approaches. The stable structure is a four-ramp center inside a cliff-bounded continent; individual ramp headings, cliff outlines, shrine platforms, and approach curves change with the seed.

03 Map control

Cliffs & Routes

Standard 1v1 attempts two smaller cliffs on each player's side, four total. Each covers 75–100 tiles and independently has an even chance to rise 5–10 height units or drop 15 units. None receives a ramp, so armies must route around these obstacles.

Interior cliffs stay 25 meters from the summit, the continent edge, and one another, and 20 meters from buildings. That spacing prevents one solid wall but leaves changing corridors between bases, summit ramps, expansion sites, and the outer relic approaches. Four much larger corner mountains remain outside the playable continent and do not add another cross-map route.

There are no fixed cliff-layout names. The macro structure stays recognizable, but the useful lane in one seed can become a longer bend around raised or sunken terrain in the next.
04 Economy

Food

A successful normal Standard 1v1 layout contains 15,500–23,500 initial finite Food, with 19,375 expected. The total includes goats at their initial value and excludes the separate wolf-or-bear predator layer.

Opening and close food

PackagePer playerDistanceFood on map
Starting deer7–8Inside tower vision2,800–3,200
Starting berries4–6 bushesOpening area1,200–1,800
Starting chickens4–6Opening area800–1,200
Close deer2 groups of 5–960–90 m4,000–7,200

Far hunt, berries, and goats

PackagePer playerDistanceMap-wide result
Far hunt · equal thirds5–9 elk, 5–9 caribou, or 2–3 aurochs80–110 m2,000–3,600 · 2,700 expected
Later berries2 groups of 7–9 bushes70+ m4,200–5,400
Close goats1 group of 2–350–70 m4–6 goats
Later goats1–2 groups of 1–270+ m2–8 goats

The far species roll is shared across both players, and the close deer use one shared group-size roll, so the food count stays even even when its locations differ. Later hunt and berries stay outside tower vision, settlement space, the summit, and the raised relic routes; their 50-meter spacing spreads the economy across several lanes.

Ten to twenty-two goats appear across the map. They hold 500–1,100 Food initially, 775 expected, or 3,000–6,600 when fully fattened. The later goat rolls are independent, so both the number of groups and the animals in each group can change.

Predators

From 80 meters outward, each player can receive one or two groups of wolves or bears. The shared 50/50 species roll and the group-size rolls produce 500–2,000 dangerous predator Food, 1,125 expected. Predators stay 80 meters from every start and remain separate from dependable hunt.

05 Economy

Wood

Mount Olympus uses a custom snowy forest mix rather than one uniform tree. Snow pines, green pines, and dead pines appear in a 4:2:1 weighting with snowy plants and small rocks beneath them, so forest silhouettes and working edges vary from camp to camp.

Forest layerMap-wide attemptsAreaGeography
Starting650–75 tilesNear the two starts
Continent edge1650–100 tilesOn land within 8 m of the outer cliff boundary
Mainland1250–100 tilesAcross playable interior ground
Outer decoration4025–50 tilesAt least 10 m inside impassable terrain

The thirty-four accessible forests stay 26 meters apart and outside Town Centers and farm-capable settlement space. Edge forests also keep 15 meters from the smaller cliffs, while the starting and mainland layers preserve room around impassable ground and relic approaches. Starting stragglers and ten scattered pines add local Wood.

Do not count the forested outer mountains as banked Wood. Forty small forest areas are deliberately placed beyond ordinary land access, and area size does not reveal a fixed tree count or Wood total for the accessible layers.
06 Economy

Gold Mines

A successful layout contains 54,000–66,000 Gold, with 60,000 expected. Each player has one 3,000-Gold starting mine, but the other 48,000–60,000 Gold lies beyond the opening reserve on the playable continent.

LayerMines on mapDistanceGold
Starting2 mediumOpening area6,000
Paired close2 large50–70 m · forward12,000
Optional close · 50%0 or 2 large50–70 m · forward0 or 12,000
Outer6 large75+ m from every start36,000

Later mines stay 50 meters apart, at least 10 meters outside the summit, and clear of tower vision, expansion space, 40-meter corners, and the raised relic approaches. The long-term Gold therefore occupies the mainland routes around Olympus rather than the summit or the outer shrine platforms.

07 Expansion

Settlements & Map Control

Each player can receive two symmetric expansion settlements. The first sits 60–80 meters away with a backward lean; the second reaches 80–120 meters with an aggressive lean. Both preserve farm space, avoid tower vision and impassable terrain, and the farther tier also avoids the map edge.

Their final lanes are not fixed to a particular summit ramp or relic approach. One seed can give a clean rearward economic anchor and a contested forward site; another can make the same distance tiers approach different sides of an interior cliff. Securing a settlement therefore means checking its exits around Olympus, not just its distance home.

08 Sacred sites

Relics

Mount Olympus can place three relic sites per player, six total. The paired sites begin at least 60 meters from every start and remain 60 meters apart. Unlike ordinary resources, they sit just beyond the main continent's cliff edge rather than on the mainland itself.

Each accepted site receives a small raised platform with a relic and shrine, then a 20-meter-wide raised approach to the nearest suitable mainland point. The platform covers 250–300 tiles, while the route endpoint keeps 16 meters from impassable terrain and 20 meters from buildings.

Relic control pulls armies toward the continent edge. The six approach curves and their mainland endpoints vary, so a shrine may extend a useful flank in one seed and terminate behind an awkward cliff route in another.
Sources & methodology

This overview covers the current stock normal Standard-size 1v1 path in mount_olympus.xs, cross-checked against mount_olympus.xml, standardmaps.set, official strings, canonical resource values, and the native Scenario Editor workbook. Food and Gold ranges assume successful constrained placements; the script does not inspect most individual build results or add Mount-specific fallback packages. The relic platform and path stage runs only after its shared location pass succeeds. The supplied archive does not include lib2/rm_core.xs or lib2/rm_connections.xs, so starting bands, tower-vision radii, default class clearances, pair-separation constants, retry budgets, and final fallback behavior remain unnumbered. The workbook's 22,700 Food and 66,000 Gold are one observed seed inside the source envelope; its Mount Olympus Wood cell is blank. The approved overhead is a separate example seed and supplies no hidden distances, probabilities, completion counts, or Wood estimate. Large-map, non-1v1, King of the Hill decoration, Gameathlon, and Mount Olympus Re-imagined material are excluded. Strategic conclusions are Prostagma interpretation of the documented terrain, placement, and distance relationships, not claims of designer intent.

  • Official game stringQuoted game copy
  • Game script inspectionPlacement rules and requested ranges
  • Scenario Editor observationScenario Editor totals and layout
  • Derived calculationTransparent calculations from sourced values
  • Strategic analysisPlayer-facing interpretation

Mount Olympus · Summit, interior cliffs, and relic approaches · Standard 1v1 example

Analytical overhead view of stock Mount Olympus showing the snowy main continent, a raised central temple summit, scattered interior cliffs, forests and settlements, and six peripheral relic sites reached by raised approaches through the outer cliffs.

A raised four-ramp summit interrupts the middle of the playable continent, while six relic sites project into the impassable outer cliffs on their own raised approaches. Exact ramp positions, cliff shapes, paths, resources, and settlements vary by seed.

Prostagma? is unofficial fan work and is not affiliated with Microsoft, World’s Edge, Xbox Game Studios, or the Age of Empires/Age of Mythology teams.